unreal-engine-cpp-pro
Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.
Best use case
unreal-engine-cpp-pro is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.
Teams using unreal-engine-cpp-pro should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/unreal-engine-cpp-pro/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How unreal-engine-cpp-pro Compares
| Feature / Agent | unreal-engine-cpp-pro | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Unreal Engine C++ Pro
This skill provides expert-level guidelines for developing with Unreal Engine 5 using C++. It focuses on writing robust, performant, and standard-compliant code.
## When to Use
Use this skill when:
- Developing C++ code for Unreal Engine 5.x projects
- Writing Actors, Components, or UObject-derived classes
- Optimizing performance-critical code in Unreal Engine
- Debugging memory leaks or garbage collection issues
- Implementing Blueprint-exposed functionality
- Following Epic Games' coding standards and conventions
- Working with Unreal's reflection system (UCLASS, USTRUCT, UFUNCTION)
- Managing asset loading and soft references
Do not use this skill when:
- Working with Blueprint-only projects (no C++ code)
- Developing for Unreal Engine versions prior to 5.x
- Working on non-Unreal game engines
- The task is unrelated to Unreal Engine development
## Core Principles
1. **UObject & Garbage Collection**:
* Always use `UPROPERTY()` for `UObject*` member variables to ensure they are tracked by the Garbage Collector (GC).
* Use `TStrongObjectPtr<>` if you need to keep a root reference outside of a UObject graph, but prefer `addToRoot()` generally.
* Understand the `IsValid()` check vs `nullptr`. `IsValid()` handles pending kill state safely.
2. **Unreal Reflection System**:
* Use `UCLASS()`, `USTRUCT()`, `UENUM()`, `UFUNCTION()` to expose types to the reflection system and Blueprints.
* Minimize `BlueprintReadWrite` when possible; prefer `BlueprintReadOnly` for state that shouldn't be trampled by logic in UI/Level BPs.
3. **Performance First**:
* **Tick**: Disable Ticking (`bCanEverTick = false`) by default. Only enable it if absolutely necessary. Prefer timers (`GetWorldTimerManager()`) or event-driven logic.
* **Casting**: Avoid `Cast<T>()` in hot loops. Cache references in `BeginPlay`.
* **Structs vs Classes**: Use `F` structs for data-heavy, non-UObject types to reduce overhead.
## Naming Conventions (Strict)
Follow Epic Games' coding standard:
* **Templates**: Prefix with `T` (e.g., `TArray`, `TMap`).
* **UObject**: Prefix with `U` (e.g., `UCharacterMovementComponent`).
* **AActor**: Prefix with `A` (e.g., `AMyGameMode`).
* **SWidget**: Prefix with `S` (Slate widgets).
* **Structs**: Prefix with `F` (e.g., `FVector`).
* **Enums**: Prefix with `E` (e.g., `EWeaponState`).
* **Interfaces**: Prefix with `I` (e.g., `IInteractable`).
* **Booleans**: Prefix with `b` (e.g., `bIsDead`).
## Common Patterns
### 1. Robust Component Lookup
Avoid `GetComponentByClass` in `Tick`. Do it in `PostInitializeComponents` or `BeginPlay`.
```cpp
void AMyCharacter::PostInitializeComponents() {
Super::PostInitializeComponents();
HealthComp = FindComponentByClass<UHealthComponent>();
check(HealthComp); // Fail hard in dev if missing
}
```
### 2. Interface Implementation
Use interfaces to decouple systems (e.g., Interaction system).
```cpp
// Interface call check
if (TargetActor->Implements<UInteractable>()) {
IInteractable::Execute_OnInteract(TargetActor, this);
}
```
### 3. Async Loading (Soft References)
Avoid hard references (`UPROPERTY(EditDefaultsOnly) TSubclassOf<AActor>`) for massive assets which force load orders. Use `TSoftClassPtr` or `TSoftObjectPtr`.
```cpp
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSoftClassPtr<AWeapon> WeaponClassToLoad;
void AMyCharacter::Equip() {
if (WeaponClassToLoad.IsPending()) {
WeaponClassToLoad.LoadSynchronous(); // Or use StreamableManager for async
}
}
```
## Debugging
* **Logging**: Use `UE_LOG` with custom categories.
```cpp
DEFINE_LOG_CATEGORY_STATIC(LogMyGame, Log, All);
UE_LOG(LogMyGame, Warning, TEXT("Health is low: %f"), CurrentHealth);
```
* **Screen Messages**:
```cpp
if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Died!"));
```
* **Visual Logger**: extremely useful for AI debugging. Implement `IVisualLoggerDebugSnapshotInterface`.
## Checklist before PR
- [ ] Does this Actor need to Tick? Can it be a Timer?
- [ ] Are all `UObject*` members wrapped in `UPROPERTY`?
- [ ] Are hard references (TSubclassOf) causing load chains? Can they be Soft Ptrs?
- [ ] Did you clean up verified delegates in `EndPlay`?Related Skills
ui-engineering
Expert system for creating high-quality, brand-aligned user interfaces. Use this skill when asked to design websites, create components, or implement specific visual styles. It contains specifications for major tech companies, design trends, and specific site types like blogs or presentations.
spring-boot-engineer
Use when building Spring Boot 3.x applications, microservices, or reactive Java applications. Invoke for Spring Data JPA, Spring Security 6, WebFlux, Spring Cloud integration.
software-engineering-lead
Expert software engineering lead who translates product requirements into comprehensive engineering plans using GitHub Projects. Reviews PRDs and user stories, identifies gaps and conflicts, pushes back constructively on poor requirements, applies software engineering best practices, creates detailed technical plans with tasks and milestones, and ensures production-ready architecture. Use when translating product specs into actionable development plans, validating requirements, or designing system architecture.
senior-fullstack-ai-engineer
Senior full-stack developer with 10+ years of experience and AI engineering expertise. Builds production-ready applications using modern frameworks (Flask, FastAPI, React), AI/ML technologies (LLMs, RAG, model deployment), and cloud infrastructure. Use for all development tasks requiring full-stack and AI/ML implementation.
reverse-engineer
Expert reverse engineer specializing in binary analysis, disassembly, decompilation, and software analysis. Masters IDA Pro, Ghidra, radare2, x64dbg, and modern RE toolchains.
python-engineer
Expert Python engineering for code review, quality improvement, and debugging. Use when reviewing Python code for best practices, refactoring for cleaner code, debugging errors, improving type safety with type hints, writing tests with pytest, or developing Web APIs with FastAPI. Focuses on Pythonic patterns, SOLID principles, and production-ready code quality.
prompt-engineering-patterns
Master advanced prompt engineering techniques to maximize LLM performance, reliability, and controllability in production. Use when optimizing prompts, improving LLM outputs, or designing production prompt templates.
principal-engineer
Principal Engineer Skill
policyengine-aggregation
PolicyEngine aggregation patterns - using adds attribute and add() function for summing variables across entities
platform-engineer
**Master Skill**: Unified Platform, SRE & Release Engineering. Covers OpenShift 4.20+, GitOps (ArgoCD/Tekton), Container Hardening, Service Mesh, Feature Flags, Progressive Rollouts, Observability (LGTM Stack), Chaos Engineering, and Disaster Recovery.
performance-engineer
Expert performance engineer specializing in modern observability, application optimization, and scalable system performance. Masters OpenTelemetry, distributed tracing, load testing, multi-tier caching, Core Web Vitals, and performance monitoring. Handles end-to-end optimization, real user monitoring, and scalability patterns. Use PROACTIVELY for performance optimization, observability, or scalability challenges.
observability-monitoring-performance-engineer
Expert performance engineer specializing in modern observability, application optimization, and scalable system performance. Masters OpenTelemetry, distributed tracing, load testing, multi-tier caching, Core Web Vitals, and performance monitoring. Handles end-to-end optimization, real user monitoring, and scalability patterns. Use PROACTIVELY for performance optimization, observability, or scalability challenges. Use when: the task directly matches performance engineer responsibilities within plugin observability-monitoring. Do not use when: a more specific framework or task-focused skill is clearly a better match.